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Re: [HOE] d20 Goodness
Nice to see some d20 stuff :) I've listed a few questions/comments
below...
On Sun, 4 May 2003, Joey Fanning wrote:
> Here's a couple extra classes for your HOE d20 game..
> If you like these two, i've got more on the way..
Are these conversions of any existing HOE classes or your own stuff?
> Witch
...
> Abilities:A high wisdom is important to a witch's spellcasting abilities.
Any particular reason why spellcasting is based on Wisdom? From the
description and special abilities, I would think CHA like the sorcerer...
> In addition, the "spellcraft" class skill will help it a lot. To get the
Do you realize that spellcraft is not listed in the Class Skills section?
> Armor and Weapon Proficiency: are proficient with all standard armor and
> weapons.
Hmmmm... this would be one of the few classes proficient with armor. In
fact, IF I recall correctly (don't have my book with me), NONE of the
other HOE classes have armor proficiency (which makes ACs rather low).
Also, what are "standard" weapons? Everyone but Doomsayers are proficient
with firearms, so are they standard?
> Familiar:At first level, a witch may acquire a familiar, either a cat or a
> raven, or something else appropriate. The witch retains a telepathic link
> with the familiar at all times.
Not too much detail... do the spell components for the summoning cost
anything? Is the familiar the same as a familiar in the Player's Handbook?
> Incredibly Sexy:At 10th and 20th level, the witch becomes more beautiful.
> Her charisma permanently raises two points.
Maybe its just me, but I like the idea of some charisma-based special
ability over an ability score raise... and why does her Charisma improve
if her spell abilities are based on Wisdom?
Lastly, how does casting work? Do witches have a Faith score or what?
> Sawbones
> Description:Walking medlabs, sawbones are people who have dedicated their
> postwar lives to healing the sick and wounded. With a party of typical
> adventurers, it won't take long for them to shine.
I like the idea of a sawbones; I know my pary could use more healing power
(especially since the Doomsayer recently quit playing)...
> Background:Sawbones who have joined a posse are typically more outgoing than
> most, but most still seem shifty, considering their strange look from
> wearing some type of surgical mask and having hands covered in syringes.
Sounds like that guy in Seattle... where do all these people get their
syringe hands? Why would they want them? Doesn't that take away from the
unique-ness of Needlehands?
> Class Skills:Alchemy, Drivin, Heal, Knowledge(any), Listen, Profession,
> Scroungin', Search, Spot, Survival
Not Medicine?
> Armor and Weapon Proficiency:Sawbones are proficient with all standard armor
> and all blunt weapons.
See notes about armor above. And why only blunt weapons?
> Poison Use:At 10th level, a sawbones gains the feat Poison Use. The
> sawbones may take another feat in place of poison use.
Interesting that this special ability deals with harming instead of
healing...
Well, those are my thoughts on the subject. I hope there weren't too many
questions :)
Marshal Kerry